Marking two decades since Guitar Hero first launched in North America, offering everyday gamers the means to feel like rock legends. Not literally, though you'd be hard-pressed convincing anyone who has nailed the epic four-minute instrumental break before an enthusiastic living-room audience.
Developed by Harmonix, Guitar Hero provided users with a plastic guitar peripheral to match on-screen cues moving along the display synchronized to a song. Every sequence corresponded to specific notes, creating the feel of an authentic performance.
The studio previously tried its hand in the music genre before partnering with the publisher, which was purchased by the gaming giant in 2006. Together, they laid the groundwork for an unlikely massively profitable franchise which made a significant impact for many of the artists included, showcasing classic groups to millions of gaming enthusiasts.
A former executive, former COO from the developer, remembers the early budgetary hurdles of licensing the songs – even though the first two games mostly used cover versions.
“We rerecorded every song because the dollar figure prohibitive,” he says. “Despite having the publishing rights by themselves, it was extremely difficult. We failed to secure acts such as legendary groups – the publisher was operating on a shoestring budget, and our team was pretty convinced the project would flop. However, when the game took off, and record sales airtime increased, everyone wanted to participate.”
He adds: “One of the remarkable aspects was how many parents reached out and thanked us for exposing their children to the music they loved. It became a multigenerational thing.”
Classic Rock Finds Younger Fans
Northern Irish group one featured act included their track in the 2008 release Guitar Hero World Tour. Lead musician Paul Mahon remembers the way the game brought older hits to the forefront: “The game provided a larger, new demographic. Typically this had been seen as music that was past it, but then when it was included in the title and teenagers were finding it, abruptly it was cool. This validated the genre, eliminating the outdated tag. It gave our catalog renewed popularity.”
In 2008, the band's first record remained not available in the US, meaning Guitar Hero served as a primary platform of discovery for the group as they went on US tour supporting the rock giants. “The roadies were playing the song on the tour bus, and some of them recognized us thanks to the game,” he notes.
Major Band Titles and Lasting Influence
Rock’s heavyweight names quickly capitalised on the series’ popularity, with Aerosmith, Metallica and Van Halen featuring in dedicated game editions centered around each band’s catalogue and related lore, visuals and legendary status. In the case of, the Aerosmith edition, it was said earned the group greater revenue compared to their studio albums. It moved more than 500,000 units upon release, and sales of their songs rose significantly at a time when the music business was already collapsing.
The series continues to inspire quick-handed fanaticism among its fans. Earlier this year, a streamer completed a remarkable feat of DragonForce’s Through the Fire and Flames – a notoriously difficult power-metal song made popular by Guitar Hero – using a fan-made version, a no-cost alternative with almost identical mechanics and extensive customisation options. This track is difficult enough on expert mode, not to mention played at increased tempo while hitting every one of the thousands of cues. The streamer stated requiring nine months of practice.
“Guitar Hero is a fun, fantasy thing. Just as with Call of Duty, that doesn’t mean you ought to use actual weapons and enlist,” says musician Herman Li.
DragonForce had already wrapped up a successful tour when Through the Fire and Flames appeared in the third game, yet he explains it made them widely recognized. “I recall our distributors informing us that our selling albums rapidly,” he says. “Popularity surged on the subsequent tour, and we were playing just before top acts at the event.”
Indeed, DragonForce’s exposure from Guitar Hero was so immense that it threatened to overshadow everything else accomplishments. Last year, the track featured in promotional material for a major film. “In the past I felt otherwise, but I’ve made peace with it,” Li says. “If you only hear one DragonForce song, that's fine – each person has a unique path in music and I'm pleased we’ve been part in fans' experiences”.
The Lasting Legacy from the Iconic Controller
Top-tier promotion, be it for automobiles, clothes or games, extends beyond mere transactions – it evokes a desire. Did Guitar Hero tap into that? “That’s exactly what we were aiming to achieve,” Dornbrook says. “That thrill of performing as a music icon in the spotlight. Since the beginning, the creators felt that humans have a natural urge to make music, and they wanted to use technology to enable everyone to do it”.
Most of Guitar Hero games came out in just a half-decade from 2005 to 2010, featuring derivative titles like DJ Hero, complete with a spinning deck, and the band-focused game. Subsequently, the publisher’s interest in plastic instruments waned, except for a brief comeback in 2015.
Games like Clone Hero and Fortnite Festival have kept the community alive, with set to be something from the original publisher on the way. Recently formed developers has begun work on their first music game. Original co-founders are participating as special advisers. Is the world prepared to welcome another game following the classic?
“We thought those games could be like Madden where you can releases,” he remarks. “With abundant fresh tracks that it could be evergreen, thus I remain hopeful. There’s no reason why it can’t continue with new generations.”